List of Notable Features and Things That Still Need Documentation
- Declarative (or custom) mod configuration
- CustomModel classes for content additions
- Automatic ID prefixing of models that inherit ICustomModel (or any CustomModel class)
- Custom Enums (and keywords)
- GeneratedNodePool - Add nodes generated through code to NodePool
- SpireField - Effectively add a field to an existing class
- AddedNode - Variant of SpireField for adding nodes to existing scenes
- Easy addition of extra UI for cards, relics, and potions (ICustomUiModel, or use AddedNode)
- Use of Godot AnimationPlayer/AnimationTree/AnimationPlayer2D for creature visuals
Smaller Things That Won’t Get A Full Page
DescriptionOverrides.CustomizeDescription += delegate(global description modifiers)RelicImageOverridePatch.AddOverride<BurningBlood>(new("relic.png".BigRelicImagePath(), "relic.png".RelicImagePath(), "relic_outline.png".RelicImagePath()));(relic image overrides, can add condition)- Add scrolling when too many characters for normal character selection
List of Things that BaseLib Does That Aren’t Exactly Features But Should Be Mentioned
- Properties marked with
[SavedProperty]are registered with the game’sSavedPropertiesTypeCacheautomatically - Missing localization will log an error rather than crashing
- Custom character card pools will have an option added to the compendium
- Debuffs self-applied during the player’s turn involving CustomModel classes will not skip their first duration tick
- Compatibility patches to prevent crashes when using a custom character
- CommonActions class with some shortenings of commands commonly used by cards